具体见
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1 ]9 p7 }# v! @& Uhttp://www.matrixgames.com/forums/tm.asp?m=31850629 }& l3 ?8 G) w7 _" h- U9 a8 }
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已经共享到岛群QQ和本论坛置顶资源帖) x& l+ z4 `5 ], s1 H
; R- k' j8 O1 N1 ?- t6 _大量更新,详见列表:
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Change History:
) u% X) |6 N- s6 s. s+ ~: e) LV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)7 J# G. f& x8 Y
1. Seventh Update – This release is a comprehensive release updating all previous
8 _8 \8 P1 v" j3 a" Nversions to v1.01.17 beta
, d7 _1 I2 A, c8 |/ }# H% @2. Code Changes+ F; Z4 K9 ~# q2 X* F' c J2 `- o& m6 f
Fixed
- X) W3 U4 y; h$ w ~1. Display of AF/Port icon between player saves based on player's intel
% l! N" M' v* X" U2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
" V# X- u% {+ m7 v$ U9 iweapon list updated1 B) W. f4 F2 G0 A/ D: u: H
3. Reported cargo/troop safety values incorrect when no cargo/troop space
" y9 O- {9 X. h6 D4. Allow smaller 'reserve' space for small groups on ships/ ^ X8 b& B& f* Y5 V
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
: c" j3 D2 K, D) ]) N% u- M' n6. Correct attacking plane count before final post-air combat
% e$ e! f' N V+ r4 A+ b O4 s7. Pilot promotion may have occured in error sometimes0 }8 Y$ v# ^7 ]$ @; L/ L$ m+ e
8. Raid detect message sometimes dropped of the combat report
9 S* P0 x A" t# B. b/ I9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply* k( J* \" L: a6 d( P' v! H
generally* O, m2 Q, a* |
10. Some pilot-leader connections were being corrupted
. Z5 F% }+ B+ T. w11. Movement bug with following units due to incorrect move indicator. Seems to fix a few. J7 S. L3 G4 x! W# s/ v3 j
other move issues due to the incorrect indicator
p9 w- a7 W1 h" R% b12. Wrong ship sometimes reported in Ops report for TF movement which causes some, L+ U+ \: p3 O1 u- c$ [
damage& S& ]1 R$ |$ N7 V4 e: b, M
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool# r' ~4 o# [. r3 M8 Y
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
0 m( |& W; ]0 J7 o7 S5 Vdate sort
) Y! M" a+ i0 k* M, s* w15. ASW groups not allowed to attack sometimes6 a( o/ m. D; V- B
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
8 ^/ R; B; V1 s" j9 B+ x' U. hHQ/LCU to jump to reinforcement queue' v% A, A9 ^; g1 J
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
& A0 Z; a9 A. b& @& ~18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
+ E& p! I. {4 z" G6 n" |+ }9 xat start of AE but crept back in sometime during updates
+ ^9 @" w$ e# ?7 L' f6 C2 e0 M19. Removed the fragment/parent swap during a TF unload as it could often orphan the5 h1 z" ?: @) x
fragment.
O/ m3 ?! z$ n/ e) r$ @20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
$ {9 H! q! M8 h5 j. j$ C* q1 r21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not. @& ~5 {; ?7 k2 m) w8 I! {3 ?- A
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
% W7 X1 R. Q) T, O: _4 Cset$ B, |1 x& \8 J, ^4 ^# U
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base, Z% q5 [- j/ B6 l
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
/ o( W5 e( C# d, r# m24. Bug caused F/FB to sometimes bomb at low altitude* Z9 d' v( b7 p; x3 Y
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not; ~1 }9 L3 \7 R
occurring properly.- O1 ]& }. X7 h
26. Bug in Industry 'failed' indication not showing properly sometimes# B/ B7 B: S) [: V, s
27. Location check at scenario load to include small map sceanrios
$ g) B) e8 J0 k" B4 @, l28. Bug in air supply to fragments in a non-friendly base hex
( H# i% q) P: X" A29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
# X. w" S+ l1 ~% K/ g1 E- cbeing set to homebase before execution of the mission – ie was returning to base G; ], V' B0 T5 ?! f, w
immediately# v3 {( l$ w' M4 s6 a* j" z
30. Error in Strategic map display
4 C. } C- @ \' d& [31. Additional and stockpile options were not turned off when base was captured
* ]/ ~" ?& P: J5 q, V9 L32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on1 [- [; e6 d# y2 \
mouse over6 y$ G4 m6 `& e5 R7 ]) U, u
33. Army experience being gained when not 100% prepared as per manual; changed to allow
6 Z7 J; ]- J/ r/ G, y6 Kchance to gain experience if >75% prepare and < 50% national exp level
4 E6 ^ C7 F' |! H/ W# m8 Z34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to+ e+ b/ H" E8 C3 A
alleviate the incorrect experience gaining happening while in reinforcement queue
7 l; D/ b* `& y/ I" t i& _* J35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –" s) O2 Q; c$ N
caused unit to jump “off-rail” and move overland
" i" d6 F2 O! h7 ^! q3 h1 `36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
- v A0 I0 j) [37. Excessive accident messages on unload from TF reported" y1 s2 ~. n/ V& l3 V9 Y9 ]
38. Reworked editor sub-unit merging as some devices could drop off the unit list when' a1 Z. S; b! W: S0 E; ]
merged causing smaller size unit than expected0 r2 {! ~! ?# }: t( L5 t
39. Corrected possible TOE error in scenario data load for inactive units0 H5 k0 P" F% {- L" O1 D
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can8 z- W( r! ~: m% P6 _: l' Y @# l
however be allowed to do this.
; r& R& L' V# I* _/ d$ M; C41. Possible CTD if sinking ship's load was a group6 T% `0 m" M4 g! }4 T
42. Limit the number of devices built from resources per unit during LCU replacements; this
! {% I" y1 u6 w! u! Fwas causing an over production for that turn
. o7 u! Y5 }0 @9 E, h7 \& _* T43. Retain day/night setting when creating group fragments
& O; K2 V% d. O* e! J44. Adjusted supply and fuel values in base list not to overrun the space
& ^9 L0 w# {9 P0 v* E% @0 ~; r: ?3 ^45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
3 {/ ~3 b& m; o( A. Vadded YMS to Sweep TF in line with manual and code7 h; e$ X$ _$ Z1 E0 ~" y& d
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the6 h! \: p& v. g/ W( s
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
* o/ r% {- W# e1 \rebuilding of destroyed units is not affected by this.
, L |; p6 h1 R$ ?: W47. Carrier capable and trained text not showing together on Group screen7 w5 J _7 }# n# b
48. Handle any blank re-name changes by ignoring them
% n/ j" L& p) G$ P" X) v49. Possible CTD when air fragments combine
8 ]9 Q5 z- N; x50. Unloading TF can freeze a LCU onto a ship under some conditions' Q: p. K6 K9 j! s( k
51. AI not behaving if main HQs missing (affects small map mainly)
! o1 {- A9 N! K2 ]8 |6 p3 @, u' k52. AI using AGC for normal land units – removed from TF if not needed$ {3 a4 y, k: Z8 K. |2 s, H, M% h n
53. Soviet activation message not in Ops report
6 z) ]. ?% M/ n$ t0 h54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range [: F- @' X( [9 S0 _
55. Clear Soviet air balance if not activated. Possible incorrect base switching
+ c) ~6 k7 G5 w9 |: z: m" n/ E* |- c56. Sub attack against docked TF not happening for port size <39 H* W7 o+ L( i
57. Unit type changing unexpectantly
2 s: ]0 |; `3 _7 I- q7 l58. Torpedo replacement on plane sometimes is missed7 l! ?/ F; N) Q
59. Double handling of overstacked supply requirements0 {" X9 I% p$ g, J
60. Fixed alternate weapons for port attacks
4 T. Y' U, m* R- B# f9 v3 [61. Corrected weapon system damage to show after combat on ships in port rather than wait till
3 u4 d3 x) r" C" i; V+ `7 G6 \1 Y; c" Hsometimer in the ship repair cycle.7 W9 X/ B2 n) X0 P! H) d
62. Ship tonnage over 32K could cause repairs to fail9 _' F$ i- } Q
New
; @& {9 ~# Q0 T2 P+ D5 y2 k( P! _1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
" V* i6 G6 N8 C, T! G2 gport
7 D" s6 l" A& F( D) B+ _2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.7 Z2 P3 [! Y( t- G1 M8 d
Tenders not counted5 b; e) l0 b. p
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base5 p! o5 D( K6 E0 |0 o/ o
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method* S; A6 k' Y3 d4 K# y8 h1 c; r
to remove damaged ships from TF
: b! o5 d/ Y7 Q9 {5 E% M* q/ w! r5. New filter for “non-building” devices in Industry pool screen' D* L3 w0 Q4 D
6. New filter for “non-building” aircraft in Air Replacement pool screen
8 \- H5 |% m1 [; @7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
! [, t6 @/ B2 j7 o( V) ]mines (^) detected4 W4 U X4 t4 l1 p3 v
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
0 ]# j' j4 v4 v7 P% h8 n5 J" R‘button6..’ image files, then these will be shown. If not, by default there are shown as
0 S8 z3 D% k6 A: u3 ^standard parachute unit icons
! ~1 w! s/ f, v9. Air/port damage and building is shown in base mouse over7 P. g1 d! z1 R7 ?2 K1 t
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
/ ]) D( I) m. Y; ~& q7 c11. TF can be routed to stay within coastal hexes as much as possible) H+ B+ y7 \$ S C, B
12. On Top Pilot screen show the 'ace' cut-off value if more than 1* P! A3 S# v- a( a2 j, i
13. Added option on group and LCU reinforcement screen to turn off replacements0 `9 D$ p/ E4 T' K6 n6 g
14. Current base can get supply returned to it when reserve planes returned which were
5 Z" h& a" ?4 y; U4 \originally supplied from another base1 P( u8 v8 t5 ^9 c9 P
15. Unit type filter on Troop Loading screen8 F- u' A* L9 ~$ f, B) B5 o. f
16. Report killed ground units if not in combat report: H5 {0 H: p4 f1 B0 f
Changed
7 f+ {! j2 o7 B1. AF of 8+ have AV support doubled for purposes of determing support for air operations4 {; ]- G d) a3 n
(complements fix 18 above)
) f% T; Z$ l- X& G2. Permanently increased pilot array to 70K
0 [# R# v4 g+ A3. Increased number of air combat rounds are a factor of total aircraft involved- u, O2 a2 T6 _; E a- _ s3 c
4. Allowed submap to submap movement if land connected for land units. Should have been5 \& X9 m+ ^; S& P
so as per Andrew Brown
9 o6 M1 X6 s6 B# b) Y& L: w& d, }5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
5 |- f, W2 x4 {4 i8 ?delay toggle instead
4 M- G2 ]9 K. J6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
3 ~2 d8 I0 B; k F5 u. i* wmaintenace a bit more% J4 M9 B* z6 Q7 R* H( P
7. Support device replacements won't decrease the overall experience of LCU units. This does, I/ |+ o$ f# L# K. ?
not alter the overall EXP change due when any replacements are received.
6 s: X$ [, X# u. L8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction: Y9 v, L- n% M; d3 l: J
between the two but could break current games.0 M$ P t/ r# {1 z' I. _
9. Some LCU Prep points may be retained if unit is experienced
: w7 W& h o- kNotes
4 z) m/ S7 Q* n. F8 `% ~. ]1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario& M- V8 D9 g8 h p& G1 p
should not change player or HQ, even if not in play. These original HQs are used by the AI0 a) S2 r6 i( U* Z' z" B+ i! q
routines so changing or deleting them can put the AI off. Changing other elements should
" p0 U( M: a( }( rbe okay.- Y! z& U# R) Y9 O4 a$ O
2. Clarification to weapon filters for aircraft:
+ q8 m7 I6 L6 Y" FPM_NAVAL_ATTACK 2 // used for naval attacks0 I6 s" A- ?" W8 d) ^2 k
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement): y2 F/ U0 {* j& H
PM_LAND_ATTACK 8 // used for land (ground) attack
) `9 x: Z0 N, ^9 zPM_PORT_ATTACK 16 // used for port attack" t& Q5 @7 ~4 Z% }. I# ~$ P
PM_AF_ATTACK 32 // used for AF attack t% D+ m2 ~7 U1 a0 h4 g
Dropped any reference to secondary values for land and AF as they served no special use.
" a0 c3 Y- f: ~. ^" p/ x9 R; zClarification changes! R' D4 m: b6 D7 T
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
- h2 u0 B- z8 F$ z* \/ _) jbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
2 j8 w! d' g) \0 V3 G% vMONGOLIA(91) or TANNU_TUVA(92).
+ j. x& o/ |& A! o& [3 W; Ba. Allied non-Soviet groups can't transfer to Soviet Motherland bases
& ?2 e b2 t/ _7 ~# M1 Wb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
, ]4 p) W- ?+ n) Q8 rc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
4 m8 b# {6 R5 lafter Soviets are activated, but can’t move
9 J1 I1 S; T- Y7 Kd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if5 Q: g8 L7 U6 p9 u" N" h
disbanded in port.
! n3 Y) y9 C& ], x* P. ^e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently. _+ B* H) n8 m( z$ q0 W' A n
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |